CFrobDoor: Difference between revisions
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See also the [[Doors]] article for a tutorial approach. | See also the [[Doors]] article for a tutorial approach. | ||
This is the most sophisticated | This is the most sophisticated [[CBinaryFrobMover]]. A door extends the functionality by a lot of code to open/close visportals, controlling double doors, attaching handles, lockpicking and peer relationships to other doors. | ||
Note: A door works closely together with the CFrobDoorHandle class, but it can function as well without a handle. | Note: A door works closely together with the [[CFrobDoorHandle]] class, but it can function as well without a handle. | ||
=== Spawnargs === | === Spawnargs === | ||
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* '''lock_peer_N''' (entity name) Specifies the name of another door which should be locked and unlocked along with this one. Multiple spawnargs are allowed, as long as their prefix is 'lock_peer'. | * '''lock_peer_N''' (entity name) Specifies the name of another door which should be locked and unlocked along with this one. Multiple spawnargs are allowed, as long as their prefix is 'lock_peer'. | ||
* '''used_by_N''' (entity name) Contains an entity name (of keys) that can unlock/lock this door. Multiple used_by keys are possible by numbering them (like <tt>used_by_3</tt>). | * '''used_by_N''' (entity name) Contains an entity name (of keys) that can unlock/lock this door. Multiple used_by keys are possible by numbering them (like <tt>used_by_3</tt>). | ||
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* '''loss_double_open''' (float) Soundprop: Acoustical loss applied to sounds going thru a set of double doors when one is open and the other is closed (defaults to 1 dB). | * '''loss_double_open''' (float) Soundprop: Acoustical loss applied to sounds going thru a set of double doors when one is open and the other is closed (defaults to 1 dB). | ||
* '''snd_wrong_key''' (soundshader) The sound to be played when the player is using the wrong key on this door. | * '''snd_wrong_key''' (soundshader) The sound to be played when the player is using the wrong key on this door. | ||
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: The OpenDoor method is necessary to give the FrobDoorHandles a "low level" open routine. The CFrobDoor::Open() call is re-routed to the FrobDoorHandle::Tap() method, so there must be a way to actually let the door open. Which is what this method does. | : The OpenDoor method is necessary to give the FrobDoorHandles a "low level" open routine. The CFrobDoor::Open() call is re-routed to the FrobDoorHandle::Tap() method, so there must be a way to actually let the door open. Which is what this method does. | ||
: Note: Shouldn't be called directly by scripters, call handle->Tap() instead. Unless you know what you're doing. | : Note: Shouldn't be called directly by scripters, call handle->Tap() instead. Unless you know what you're doing. | ||
; scriptEvent entity GetDoorhandle(); | ; scriptEvent entity GetDoorhandle(); | ||
: Returns the handle entity of this door. Can return NULL (== $null_entity) | : Returns the handle entity of this door. Can return NULL (== $null_entity) |
Latest revision as of 10:49, 27 March 2009
CFrobDoor
The corresponding entityDef is atdm:mover_door
See also the Doors article for a tutorial approach.
This is the most sophisticated CBinaryFrobMover. A door extends the functionality by a lot of code to open/close visportals, controlling double doors, attaching handles, lockpicking and peer relationships to other doors.
Note: A door works closely together with the CFrobDoorHandle class, but it can function as well without a handle.
Spawnargs
- auto_setup_door_handles (1/0) If set to 1 (which is the default), the door will automatically search for bound door handles and set them up. (Bound handles contain a "bind" keypair indicating the door, e.g., "bind" "door1")
- auto_setup_double_door (1/0) If set to 1 (which is the default), the door will automatically search for double doors and add it to the peers list. The sub-spawnargs 'auto_setup_double_door_open_peer', 'auto_setup_double_door_lock_peer' and 'auto_setup_double_door_frob_peer' define which peer lists are affected.
- auto_setup_double_door_open_peer (1/0) This is only active if 'auto_setup_double_door' == '1'. If this is set to 1, the double door auto-setup code will automatically add the double door as open_peer.
- auto_setup_double_door_lock_peer (1/0) This is only active if 'auto_setup_double_door' == '1'. If this is set to 1, the double door auto-setup code will automatically add the double door as lock_peer.
- auto_setup_double_door_frob_peer (1/0) This is only active if 'auto_setup_double_door' == '1'. If this is set to 1, the double door auto-setup code will automatically add the double door as frob_peer.
- door_handle (entity name) Set to the entity name that is a handle for this door. (Note: this is not required if auto_setup_door_handles is set to true (in which case the handle just needs to be bound to the door).
- door_handle_bind_flag (1/0) If set to "1", the entity specified in 'door_handle' will be bound to this door. Default is "1".
- open_peer_N (entity name) Specifies the name of another door which should be opened and closed along with this one. Multiple spawnargs are allowed, as long as their prefix is 'open_peer'.
- lock_peer_N (entity name) Specifies the name of another door which should be locked and unlocked along with this one. Multiple spawnargs are allowed, as long as their prefix is 'lock_peer'.
- used_by_N (entity name) Contains an entity name (of keys) that can unlock/lock this door. Multiple used_by keys are possible by numbering them (like used_by_3).
- loss_open (float) Soundprop: Acoustical loss applied to sounds going thru the door when it is open (default 1 dB).
- loss_closed (float) Soundprop: Acoustical loss applied to sounds going thru the door when it is completely closed (default 15 dB).
- loss_double_open (float) Soundprop: Acoustical loss applied to sounds going thru a set of double doors when one is open and the other is closed (defaults to 1 dB).
- snd_wrong_key (soundshader) The sound to be played when the player is using the wrong key on this door.
Script Events
- scriptEvent void OpenDoor(float Master);
- The OpenDoor method is necessary to give the FrobDoorHandles a "low level" open routine. The CFrobDoor::Open() call is re-routed to the FrobDoorHandle::Tap() method, so there must be a way to actually let the door open. Which is what this method does.
- Note: Shouldn't be called directly by scripters, call handle->Tap() instead. Unless you know what you're doing.
- scriptEvent entity GetDoorhandle();
- Returns the handle entity of this door. Can return NULL (== $null_entity)
C++ Methods and Events
Most of the setup work is done in the virtual override of CBinaryFrobMover::PostSpawn(). The CFrobDoor::PostSpawn() override sets up the double doors, binds the doorhandles and sets up the lock_ and open_peers.